Radical Balance Ideas

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Re: Radical Balance Ideas

Postby MrTBSC » 15 Nov 2019, 19:47

crazy ideas?

nerf t2/t3 structure HP
nerf shields
nerf range of t3 artillery, decrease cost and increase buildspeed to compensate

nerf t2/t3/T4X assaultunit HP

why all this?

to try and keep the whole unitpool relevant till lategame ...
avoid lategame becoming a shield+artillery siege slugfest were the number of mobile units used decreases to almost nonexistance



increase cost and durability of airunits .. at the very least change aircraft particularly AA aircraft to not be so nummerous while keeping its effectivness ..


FtXCommando wrote:New units do not keep things “fresh” but they certainly destroy the entire point of the FAF project.


what would that be? to keep the game stagnant?
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Re: Radical Balance Ideas

Postby Little Miss Murder » 15 Nov 2019, 20:41

Some very good ideas in this thread.

I particularly like the idea of limiting aircraft range. You'd have to capture territory, like islands and the like, in order to construct air facilities so as to advance the offensive range of you aircraft. I think aircraft that run out of fuel should not just crash - it'll become a micro nightmare. Just make them head straight back to the nearest air fac or staging at reduced speed like currently at the end of any order you give them, unless that order is to land. Or even unresponsive to any orders. If there are no air facilities left, then they explode. You can treat weaponry and fuel as the same thing - some sort of energy store. Firing weapons simply bites chunks out of your fuel. When you are bingo fuel, you can't fire. Units with repair capabilities should be able to refuel them in the field, but at a low efficiency, making the capture of territory in order to advance air range imperative.

I also feel that intelligence is far too easy to come by and it is just way hard to keep a secret. Sometimes impossible. I would cut radar and sonar ranges in half and greatly reduce the vision radius of scout aircraft.
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Re: Radical Balance Ideas

Postby MrTBSC » 15 Nov 2019, 21:03

Little Miss Murder wrote:Some very good ideas in this thread.

I particularly like the idea of limiting aircraft range. You'd have to capture territory, like islands and the like, in order to construct air facilities so as to advance the offensive range of you aircraft. I think aircraft that run out of fuel should not just crash - it'll become a micro nightmare. Just make them head straight back to the nearest air fac or staging at reduced speed like currently at the end of any order you give them, unless that order is to land. Or even unresponsive to any orders. If there are no air facilities left, then they explode. You can treat weaponry and fuel as the same thing - some sort of energy store. Firing weapons simply bites chunks out of your fuel. When you are bingo fuel, you can't fire. Units with repair capabilities should be able to refuel them in the field, but at a low efficiency, making the capture of territory in order to advance air range imperative.

I also feel that intelligence is far too easy to come by and it is just way hard to keep a secret. Sometimes impossible. I would cut radar and sonar ranges in half and greatly reduce the vision radius of scout aircraft.


not a fan of limited range aircraft ...
i mean that sounds kinda like starcraft or Red Alert 2-esque style carriers, and those being as a stationary facilty what´s the difference between these and stationary defense or building up firebases?
sure add limited weaponcapacity via ammo/power that either gets only rearmed on pads or rearms very slowly for say bombers were AAunits and gunships have a bit more ammocapacity and rearm slightly faster over bombers ..
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Re: Radical Balance Ideas

Postby advena » 16 Nov 2019, 01:50

As for now Carriers are something like T3 antiair

What about making them actualy air force navi

As I see it:
Carriers carry and rebuild at 30-80% cost a bunch of T2 gunships (Atlantis T3)
Carriers have 200 range 0 damage weapon
This gunships assist carriers at attack (Like UEF drones assist ACUs)

Increase cost of carriers
Differencies of gunships already will lead to faction divercity
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Re: Radical Balance Ideas

Postby Quant » 17 Nov 2019, 05:23

My idea is to buff aeon.

Thanks for your time.
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Re: Radical Balance Ideas

Postby Little Miss Murder » 18 Nov 2019, 22:07

Quant wrote:My idea is to buff aeon.

Thanks for your time.


True. Such a weak faction. ;)
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Re: Radical Balance Ideas

Postby Azraeel » 07 Dec 2019, 06:32

Faction Overhaul


UEF Idea

The UEF are the Highest HP Faction, and the Turtle Faction. Faction Diversity has disappeared except for the HP difference but why not truly make all Factions different. Lets start off with UEF. The UEF should get a balanced Experimental Shield. They should also get a health buff to the Fatboy. PD should be cheaper for the UEF and also they're commander should get a 3rd Upgrade to the shield, that shields units in a area with a straight 1k shield (small radius) option. UEF also should get a TML buff with more AOE on there tacs. T3 Strat Bomber replaced with a T3 Janus with bombs that drop and explode into huge napalm fields. Summit should get a bigger model and a omni. Neptune needs to get Railguns instead of Lasers, Neptune also needs a personal shield of 5k HP. Remove Shield boat, and give Destoryers more health. More Torp boats submarines.

Cybran Idea

The Cybran need to be a purely stealth faction low hp high DPS. Monkeylord gets Cloak, lower HP, and Higher DPS and better AA. Mantis need tiny speed buff and higher dps lower HP. Bouncer and t1 MAA needs projectiles velocity increased as well as cruiser. Stealth boat has cloak and has large radius on its stealth field. Destoryers can move faster on land and have tiny bit more range. T3 Battleship gets more AOE and Stealth. Cybran Commander gets less health but has stealth right as the bat. Loyalist have Stealth and a range of stun around them, also higher DPS and a little bit faster. Megalith should get more HP and range. It should also get tiny reclaim bots that auto reclaim and feed it health. It also has stealth. Scathis should become a faster rapid deployment close range t4 barrage artillery with cloak. Rocket Bots get bigger DPS and range with stealth.

(I'll add Aeon and Sera TMR) :mrgreen:
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Re: Radical Balance Ideas

Postby biass » 07 Dec 2019, 12:00

Azraeel wrote:The UEF are the Highest HP Faction, and the Turtle Faction.


UEF are not a turtle faction, making them a turtle faction will render them the "bad" faction, do not make the UEF a turtle faction, furthermore do not make any faction unable to do anything besides one solid playstyle, that's why seraphim are seen as the worst faction.

Anyway:

Azraeel wrote:should
Azraeel wrote:should
Azraeel wrote:should
Azraeel wrote:should
Azraeel wrote:they're commander should
Azraeel wrote:also should
Azraeel wrote:should
Azraeel wrote:needs
Azraeel wrote:also needs
Azraeel wrote:need
Azraeel wrote:need
Azraeel wrote:needs
Azraeel wrote: has
Azraeel wrote:can
Azraeel wrote:gets
Azraeel wrote:Cybran Commander gets
Azraeel wrote:Loyalist have
Azraeel wrote:should get
Azraeel wrote: It should also get
Azraeel wrote:It also has
Azraeel wrote: should
Azraeel wrote:get


Why? To change something? Why change it? You never state what these ideas are supposed to do, and if they will even provide a benefit to your objectives. You only claim that they "need" it, for what reason or purpose?

For example, you state you want to improve the faction diversity and then say to remove a faction specific unit, which is contradictory.
Making the Megalith; not a stealth unit: have more HP in an attempt to make cybran more stealthy is also contradictory.

Spur of the moment theorycrafting never gets anywhere, please try harder.
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Re: Radical Balance Ideas

Postby Azraeel » 07 Dec 2019, 15:53

Biass these are my opinions not facts... Also yea i know Megalith was a different but i had that in mind because the mega was suppose to be the beast.
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Re: Radical Balance Ideas

Postby Azraeel » 07 Dec 2019, 16:18

Faction Overhaul Part 2

Seraphim Idea

How about more Lightning. Ythotha should get a chain lightning gun that goes through multiple units and deals 5k dmg, long reload. Lightning tank becomes the main battle tank for T3 as well as AA. Othuums move back to become the support tank, they now shoot Lightning Beams and have a secondary gun that shoots the chicken's gatling weapon. Ahwassa drops 2 bombs and are faster, they also get an interesting lightning shield that has a 40% chance of reflecting any aa shots back at the structure or unit that shot at it. Illsavohs are a little faster. Yolona OSS Damage radius gets a buff. Battleship gets removed and we're buffing t3 subs massively. T2 Destoryers get buffed and become the main combat unit for both phases of t2 and t3. T1 Sub torp defense gets a buff too. Seraphim strats get homing.

Aeon Idea

Aeon Harbinger get a HP and Shield Buff and are much faster. Auroras get there own small radar little bit longer there actual attack range. Blazes get a dmg buff and we're fixing there fucking pathfinding. Absolver get a purely dmg buff. Sniper bots get a tiny bit of dmg and range buff as well as lowering the reload time. Aeon shields can now be upgraded from t2 to t3 but their shield radius is smaller and less hp. Mobile Shields get buffed and Aeon gets a T3 Mobile Shield that has a shield radius when in this shield radius the specific unit gets a 3k shield if u already have a shield then that shield gets buffed. Battleships get longer range and higher rate of fire. Torrents gets massive Volley of TMLs and have higher aoe and high on each tac. T2 Destoryer gets a shield. GC gets a health buff and laser now as much more AOE. Unit grab now fires more and it can throw back units and deal massive aoe dmg. CZAR becomes a extremely expensive unit with multiple death beams and its DMG is buffed. Salvation now fires a volley of 5 shoots with extremely accuracy and a tiny dmg buff. Paragon gets nerfed from 10k mass to 5k mass, 1m E to 500k E. Restorers get a slight damage buff.
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